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Extend and customize some part the Unreal Editor using Blueprints. The plugin comes with some basic tools samples.

Results 6 UE4-EditorScriptingToolsPlugin issues
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```cpp UCLASS(DefaultToInstanced, Blueprintable, EditInlineNew) class DEMO_CLIENT_API UAttributeSet : public UObject { GENERATED_UCLASS_BODY() public: ... }; USTRUCT(BlueprintType) struct FAttrKeyValuePair { GENERATED_BODY() UPROPERTY(BlueprintReadWrite, EditAnywhere) String Type; UPROPERTY(BlueprintReadWrite, EditAnywhere) TObjectPtr AttrSet; }; ```...

Currently, when you register a tool it is only registered for your own local editor. This change registers the tool at the project level, so collaborators don't have to manually...

`error : Two headers with the same name is not allowed. 'Plugins\EditorScriptingTools\Source\EditorScriptingTools\Private\Widgets\AssetThumbnailWidget\AssetThumbnailWidget.h' conflicts with 'ue5\Engine\Source\Editor\UMGEditor\Public\Components\AssetThumbnailWidget.h'`

When editing a blueprint, and showing the viewport, then selecting on a component, the component visualizer doesn't seem to be running any of its functions. Details Customizations do show up...

Currently when a `ComponentVisualizer` or `DetailsCustomization` is registered, it is only registered for the current user, and not for the whole project. - Collaborators have to be told to manually...

That's a really small detail but could be more user-friendly 😁